//
//  SceneDelegate.swift
//  ExtensionDemo
//
//  Created by Choi on 2020/7/22.
//  Copyright © 2020 Choi. All rights reserved.
//

import UIKit
import SwiftUI

@available(iOS 13.0, *)
class SceneDelegate: UIResponder, UIWindowSceneDelegate {
	
	var coordinator: MainCoordinator?
	var window: UIWindow?
	
	
	func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
		// Use this method to optionally configure and attach the UIWindow `window` to the provided UIWindowScene `scene`.
		// If using a storyboard, the `window` property will automatically be initialized and attached to the scene.
		// This delegate does not imply the connecting scene or session are new (see `application:configurationForConnectingSceneSession` instead).
		
		guard let windowScene = (scene as? UIWindowScene) else { return }
		let window = UIWindow(windowScene: windowScene)
		
		
//		/// 1. GeometryReaderPractice
//		let content = GeometryReaderPractice()
//		window.rootViewController = UIHostingController(rootView: content)
		
//		/// 2. Test Controllers
//		let root = TableViewCollectionViewDiffableDataSourceExample()
//		let nav = UINavigationController(rootViewController: root)
//		window.rootViewController = nav
		
		/// 3. Coordinator Pattern
		let navController = UINavigationController()
		coordinator = MainCoordinator(navigationController: navController)
		coordinator?.start()
		window.rootViewController = navController
		
//		/// 4. Coordinator Pattern with TabBarController
//		window.rootViewController = MainTabBarController()
		
//		/// 5. SwiftUI
//		let content = ContentView()
//		let hostController = UIHostingController(rootView: content)
//		window.rootViewController = hostController
		
		
		self.window = window
		window.makeKeyAndVisible()
	}
	
	func sceneDidDisconnect(_ scene: UIScene) {
		// Called as the scene is being released by the system.
		// This occurs shortly after the scene enters the background, or when its session is discarded.
		// Release any resources associated with this scene that can be re-created the next time the scene connects.
		// The scene may re-connect later, as its session was not neccessarily discarded (see `application:didDiscardSceneSessions` instead).
	}
	
	func sceneDidBecomeActive(_ scene: UIScene) {
		// Called when the scene has moved from an inactive state to an active state.
		// Use this method to restart any tasks that were paused (or not yet started) when the scene was inactive.
	}
	
	func sceneWillResignActive(_ scene: UIScene) {
		// Called when the scene will move from an active state to an inactive state.
		// This may occur due to temporary interruptions (ex. an incoming phone call).
	}
	
	func sceneWillEnterForeground(_ scene: UIScene) {
		// Called as the scene transitions from the background to the foreground.
		// Use this method to undo the changes made on entering the background.
	}
	
	func sceneDidEnterBackground(_ scene: UIScene) {
		// Called as the scene transitions from the foreground to the background.
		// Use this method to save data, release shared resources, and store enough scene-specific state information
		// to restore the scene back to its current state.
	}
	
	
}

